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1CURRENT PRIORITIES
2=================================================
3Eliminate all crashes (DONEish)
4 Editing/deleting physical linkset (DONE)
5 Border crossing of physical linkset (DONE)
6Enable vehicle border crossings (at least as poorly as ODE)
7 Avatar created in previous region and not new region when crossing border
8 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
9Calibrate turning radius
10limitMotorUp calibration (more down?)
11study PID motors (include 'efficiency' implementation
12 Add to avatar movement
13
14CRASHES
15=================================================
1620121129.1411: editting/moving phys object across region boundries causes crash
17 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
1820121128.1600: mesh object not rezzing (no physics mesh).
19 Causes many errors. Doesn't stop after first error with box shape.
20 Eventually crashes when deleting the object.
2120121206.1434: rez Sam-pan into OSGrid BulletSim11 region
22 Immediate simulator crash. Mono does not output any stacktrace and
23 log just stops after reporting taint-time linking of the linkset.
24
25VEHICLES TODO LIST:
26=================================================
27Border crossing with linked vehicle causes crash
28Neb vehicle taking > 25ms of physics time!!
29Vehicles (Move smoothly)
30Add vehicle collisions so IsColliding is properly reported.
31 Needed for banking, limitMotorUp, movementLimiting, ...
32Some vehicles should not be able to turn if no speed or off ground.
33Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
34Neb car jiggling left and right
35 Happens on terrain and any other mesh object. Flat cubes are much smoother.
36 This has been reduced but not eliminated.
37Light cycle falling over when driving
38Implement referenceFrame for all the motion routines.
39Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
40 Verify that angular motion specified around Z moves in the vehicle coordinates.
41Verify llGetVel() is returning a smooth and good value for vehicle movement.
42llGetVel() should return the root's velocity if requested in a child prim.
43Implement function efficiency for lineaar and angular motion.
44Should vehicle angular/linear movement friction happen after all the components
45 or does it only apply to the basic movement?
46After getting off a vehicle, the root prim is phantom (can be walked through)
47 Need to force a position update for the root prim after compound shape destruction
48Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
49For limitMotorUp, use raycast down to find if vehicle is in the air.
50Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
51 A kludge that isn't fixing the real problem of Bullet adding extra motion.
52
53BULLETSIM TODO LIST:
54=================================================
55Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
56Avatar height off after unsitting (floats off ground)
57 Editting appearance then moving restores.
58 Must not be initializing height when recreating capsule after unsit.
59Duplicating a physical prim causes old prim to jump away
60 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
61Scenes with hundred of thousands of static objects take a lot of physics CPU time.
62BSPrim.Force should set a continious force on the prim. The force should be
63 applied each tick. Some limits?
64Gun sending shooter flying.
65Collision margin (gap between physical objects lying on each other)
66Boundry checking (crashes related to crossing boundry)
67 Add check for border edge position for avatars and objects.
68 Verify the events are created for border crossings.
69Avatar rotation (check out changes to ScenePresence for physical rotation)
70Avatar running (what does phys engine need to do?)
71Small physical objects do not interact correctly
72 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
73 The chain will fall apart and pairs will dance around on ground
74 Chains of 1x1x.2 will stay connected but will dance.
75 Chains above 2x2x.4 are move stable and get stablier as torui get larger.
76Add PID motor for avatar movement (slow to stop, ...)
77setForce should set a constant force. Different than AddImpulse.
78Implement raycast.
79Implement ShapeCollection.Dispose()
80Implement water as a plain so raycasting and collisions can happen with same.
81Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
82 Also osGetPhysicsEngineVerion() maybe.
83Linkset.Position and Linkset.Orientation requre rewrite to properly return
84 child position. LinksetConstraint acts like it's at taint time!!
85
86LINKSETS
87======================================================
88Linksets should allow collisions to individual children
89 Add LocalID to children shapes in LinksetCompound and create events for individuals
90LinksetCompound: when one of the children changes orientation (like tires
91 turning on a vehicle, the whole compound object is rebuilt. Optimize this
92 so orientation/position of individual children can change without a rebuild.
93Verify/think through scripts in children of linksets. What do they reference
94 and return when getting position, velocity, ...
95Confirm constraint linksets still work after making all the changes for compound linksets.
96Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt.
97 For compound linksets, add ability to remove or reposition individual child shapes.
98Disable activity of passive linkset children.
99 Since the linkset is a compound object, the old prims are left lying
100 around and need to be phantomized so they don't collide, ...
101Speed up creation of large physical linksets
102 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical
103Eliminate collisions between objects in a linkset. (LinksetConstraint)
104 Have UserPointer point to struct with localID and linksetID?
105 Objects in original linkset still collide with each other?
106
107MORE
108======================================================
109Find/remove avatar collision with ID=0.
110Test avatar walking up stairs. How does compare with SL.
111 Radius of the capsule affects ability to climb edges.
112Tune terrain/object friction to be closer to SL.
113Debounce avatar contact so legs don't keep folding up when standing.
114Implement LSL physics controls. Like STATUS_ROTATE_X.
115Add border extensions to terrain to help region crossings and objects leaving region.
116
117Performance test with lots of avatars. Can BulletSim support a thousand?
118Optimize collisions in C++: only send up to the object subscribed to collisions.
119 Use collision subscription and remove the collsion(A,B) and collision(B,A)
120Check whether SimMotionState needs large if statement (see TODO).
121
122Implement 'top colliders' info.
123Avatar jump
124Performance measurement and changes to make quicker.
125Implement detailed physics stats (GetStats()).
126
127Measure performance improvement from hulls
128Test not using ghost objects for volume detect implementation.
129Performance of closures and delegates for taint processing
130 Are there faster ways?
131 Is any slowdown introduced by the existing implementation significant?
132Is there are more efficient method of implementing pre and post step actions?
133 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
134
135Physics Arena central pyramid: why is one side permiable?
136
137INTERNAL IMPROVEMENT/CLEANUP
138=================================================
139Consider moving prim/character body and shape destruction in destroy()
140 to postTimeTime rather than protecting all the potential sets that
141 might have been queued up.
142Remove unused fields from ShapeData (not used in API2)
143Breakout code for mesh/hull/compound/native into separate BSShape* classes
144 Standardize access to building and reference code.
145 The skeleton classes are in the sources but are not complete or linked in.
146Make BSBody and BSShape real classes to centralize creation/changin/destruction
147 Convert state and parameter calls from BulletSimAPI direct calls to
148 calls on BSBody and BSShape
149Generalize Dynamics and PID with standardized motors.
150Generalize Linkset and vehicles into PropertyManagers
151 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
152 Potentially add events for shape destruction, etc.
153Complete implemention of preStepActions
154 Replace vehicle step call with prestep event.
155 Is there a need for postStepActions? postStepTaints?
156Implement linkset by setting position of children when root updated. (LinksetManual)
157 Linkset implementation using manual prim movement.
158LinkablePrim class? Would that simplify/centralize the linkset logic?
159BSScene.UpdateParameterSet() is broken. How to set params on objects?
160Remove HeightmapInfo from terrain specification
161 Since C++ code does not need terrain height, this structure et al are not needed.
162Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
163 bob at the water level. BSPrim.PositionSanityCheck().
164Should taints check for existance or activeness of target?
165 When destroying linksets/etc, taints can be generated for objects that are
166 actually gone when the taint happens. Crashes don't happen because the taint closure
167 keeps the object from being freed, but that is just an accident.
168 Possibly have and 'active' flag that is checked by the taint processor?
169
170THREADING
171=================================================
172Do taint action immediately if not actually executing Bullet.
173 Add lock around Bullet execution and just do taint actions if simulation is not happening.
174
175DONE DONE DONE DONE
176=================================================
177Cleanup code in BSDynamics by using motors. (Resolution: started)
178Consider implementing terrain with a mesh rather than heightmap. (Resolution: done)
179 Would have better and adjustable resolution.
180Build terrain mesh so heighmap is height of the center of the square meter.
181 Resolution: NOT DONE: SL and ODE define meter square as being at one corner with one diagional.
182Terrain as mesh. (Resolution: done)
183How are static linksets seen by the physics engine?
184 Resolution: they are not linked in physics. When moved, all the children are repositioned.
185Convert BSCharacter to use all API2 (Resolution: done)
186Avatar pushing difficult (too heavy?)
187Use asset service passed to BulletSim to get sculptie bodies, etc. (Resolution: done)
188Remove old code in DLL (all non-API2 stuff). (Resolution: done)
189Measurements of mega-physical prim performance (with graph) (Resolution: done, email)
190Debug Bullet internal stats output (why is timing all wrong?)
191 Resolution: Bullet stats logging only works with a single instance of Bullet (one region).
192Implement meshes or just verify that they work. (Resolution: they do!)
193Do prim hash codes work for sculpties and meshes? (Resolution: yes)
194Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound)
195 Compound shapes will need the LocalID in the shapes and collision
196 processing to get it from there.
197Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
198Package Bullet source mods for Bullet internal stats output
199 (Resolution: move code into WorldData.h rather than relying on patches)
200Single prim vehicles don't seem to properly vehiclize.
201 (Resolution: mass was not getting set properly for single prim linksets)
202Add material type linkage and input all the material property definitions.
203 Skeleton classes and table are in the sources but are not filled or used.
204 (Resolution: